Still very much a work in progress hence the cautionary heading. I've been scratching away in front of the TV watching the end of the now rain delayed ball game and waiting for the movie. So far, very roughly mind you, much more in my head still fighting to get out
Each turn represents one month of trading.
Each Credit represents about cr40,000 fyi.
Play begins with each player drawing (in secret?) a total combination of 9 Credits and cards (i.e. 3 Credits and 6 cards, etc.) from their Free Trader deck (for this version, later versions for other ships/goals). The Free Trader deck is mostly Revenue cards with some Deal cards (see below).
To begin the game turn over the top card in the common deck, The Imperium (or possibly for more variety, it could be broken down by Domain or Sector, or setting i.e. The Frontier War, The Rim War, etc.) to define the current Route (i.e. Regina to Dinom via Jenghe) and possible TAS News Bulletin(s) (global events, Travel Advisory (red or amber zone) Trade Embargo, etc.). Keep flipping each turn till you get a Route. All TAS News Bulletin events preceeding the Route each turn stack on that Route for that turn only. The Imperium deck is mostly Routes, with a few TAS News Bulletins. When you go through the common deck shufle it up and start again.
The player with the most Credits goes first each turn and clockwise from there. In the case of a tie play proceeds begining with the player who played last the previous turn and proceeds clockwise. Each player in turn plays any Deal cards (local events, i.e. Broker, Fuel Skimming, etc.) they may have if desired and then any Revenue (i.e. Passengers or Cargo Lots) cards in hand they wish to cash in for Credits. After playing, each player draws fresh cards from their personal deck up to the limit set by the Route (based on the relative trade volume of the route) and a maximum of 9 cards at any time. They then pay as much upkeep as they desire and can afford. Deal cards can be good for the player only or bad for everybody who plays after them (i.e. Misjump, Market Down Turn, etc.) and last only that turn.
First player to "Bank" 48 (?) Credits wins (or less for a shorter game).
I'm thinking about 50 cards per deck, 60%/40% Route/TAS News Bulletin for the common deck and 70%/30% Revenue/Deal cards for the personal deck.
Upkeep - Loan Payment - 4 Credits each turn - Player's may Skip (i.e. default on the loan) This is a choice that can be made at any time but is irreversible. The player's ship is now hot and certain events (i.e. Imperial Patrol, Skip Tracer, etc.) will result in a substantial Bribe (a Deal card) or imprisonment (out of the game).
Upkeep - Fuel - 1 Credits each turn - Player's may skim fuel for free with the right Deal card and avoid paying this, however they play last on the next turn regardless of Credits or place in rotation. It also adds one level to the Misjump mishap for the next turn.
Upkeep - Crew and Misc. - 1 Credits each turn - Player's may avoid this by hiring fresh trainees (Deal card Recruiting) who work just for the oppurtunity to learn and travel, it's called working passage). It only last's one turn like all Deal cards, and it adds one level to the Misjump mishap for that turn.
Revenue - Each Passengers and Cargo Lots card is worth 1 Credit when cashed in.
I hope this is light years from what Hunter and Marc et al. are thinking just so they don't think I'm some Zho spy or rogue Psi talent. I've not heard of Merchant of Venus or seen Star Trader so I have no idea if this is similar or not.
If this were published (I can dream
) it would have some very watered down collectable elements if different areas or periods were used for the common deck and different ship/goals were used for the personal decks. All that would be needed though would be a single common deck (sold seperately or combined) and one personal deck (of the same series, or with difffernt goals in the same setting) for each player (also seperately or combined). Each Free Trader deck would have exactly the same cards in the same proportion (though nothing could stop individuals from customizing decks if they wanted to change the pace). Oh of course each personal deck (could/would) come with 50 nice (plastic
) Imperial Credits to use for Credit counters (or you could just use whatever is handy, pennies, pretzels, gummie bears...
Anyway, gotta get back to hashing out the card ideas and drawing some up, and see if anyone wants to learn a new game (probably not this weekend but I'll keep you posted).
Some other cards in mind right now:
Deals:
Small Package - if subject to Customs Patrol pay fine and lose package or pay moderate Bribe and keep package. Double value of all Cargo Lots when played.
Piracy -
Privateering - (brain blank, what's the permission called again?) aka Commerce Raiding
Speculative Cargo -
Weapons - pirate proof, upkeep discard one card each turn to keep in play? bonus on pirate/privateer or required?
Trader - add one to allowed card draw for turn
Patron - double value of any Passsengers cards that turn
Charter - full allowable card draw that turn ignoring Route limits
Mail - requires Weapons generates 1 Credit each turn it stays in play
TAS News Bullitens:
Piracy -
oh, I'm getting tired and they finally called the game and started the movie so later all...